Some of the most common sorcerers cannot trace their bloodline to any one specific source, and seem to have just inherited raw magical talent. Their powers are no less potent for this uncertainty though- many opponents are surprised and intimidated by their talents.
Arcane Intuition From 1st level, when you select this bloodline, you gain proficiency in Arcana and with one language of your choice. You also gain the Thaumaturgy cantrip. Visage of Power From 1st level, when you cast a spell of 1st level or higher, your visage shifts momentarily, becoming unsettling and terrifying. Select a target that can see you within 30 feet. That target has disadvantage on their next attack roll against you until the start of your next turn. From 10th level, the target has disadvantage on all attack rolls against you until the start of your next turn. Bonus Spells The secrets of magic surge through your blood. At the sorcerer level indicated below, you learn one of the spells listed, which must be of a level you can cast. This spell does not count against your known spells. In addition, when you reach the listed levels, the appropriate spells are added to the list of sorcerer spells for you, and you can learn them with your allotment of known spells. Sorcerer level 1st: Detect magic, hex Sorcerer level 3rd: Blood of retribution, warding bond Sorcerer level 5th: Counterspell, outburst Sorcerer level 7th: Dimension door, ragefire Sorcerer level 9th: Circle of power, hold monster Dweomer Absorption From 6th level, as a reaction when you are targeted by a spell or attack, you can spend your reaction to choose one type of damage from the attack or spell, and gain resistance to that damage type until the end of your next turn. Once you have used this ability, you can't use it again until you finish a short rest, or unless you spend 2 sorcery points. Unbound From 6th level, you can spend 1 sorcery point to gain a fly speed of 10 feet, with the ability to hover, for 1 hour. From 14th level, you instead gain a fly speed of 30 feet when you use this ability. Potent Powers From 14th level, you increase your spell save DC by +1, and you can add your Charisma modifier to damage with any damaging cantrips you cast. Arcane Avatar From 18th level, your control of magics is unparalleled. You increase your spell save DC by an additional +1. Also posted on Game Masters Stash on 30 October 2021. A broadsword forged centuries ago for a battle against now-vanquished forces of darkness, this weapon possesses a low intelligence. Its demeanour is that of a warm mentoring presence, one that prefers to nudge its wielder rather than lead them itself.
THE SWORD OF THE SUN Weapon (longsword), uncommon (unique), requires attunement You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword communicates by transmitting emotion to its wielder, either when drawn or sheathed, but can hear and 'see' from the weapon's pommel out to 30 feet. The sword is neutral good, and prefers to be used in battle against evil creatures. If it is used against servants of Tharizdun, it has the ability to cast Daylight once per day, and True strike once per short rest. Also posted on Game Masters Stash on 29 October 2021. Gravity Falls' phenomenal Weirdmageddon sequence features the laws of reality being completely undone, when the bad guy has achieved his goal of reaching the real world. For a D&D game, this works quite nicely if you have an extraplanar bad guy like one of Eberron's Daelkyr, the Lords of Dust, a greater demon or deity.
Here are some of the effects you could use to demonstrate the bizarreness of such an event, or creatures with control over reality: - Stone statues or objects melting and flowing like honey - Tentacles bursting from the ground in patches - Animating objects into mimic-like monsters - Transforming NPCs into animated objects, but retaining their personality and awareness - A gigantic rotating building hovering in the sky - The sky turns red and flame-like - Water flows uphill or into the sky - Waves of 'weirdness' turning some creatures into mutated creatures - Static 'bubbles' of different realities where people who enter change to match the reality - Time itself seems to stop - The wind is made up of whispering voices - Two-dimensional objects animate and walk about, and three-dimensional creatures become flat - Creatures reference players rather than their characters - Coloured lightning flickers from place to place - Objects break open to reveal loose teeth - Grass bleeds when you tread on it See if any of these are interesting, or if you have other ideas you could contribute! Also posted on Game Masters Stash on 28 October 2021. The Orderly Emporium is an automated plane-travelling merchant, able to craft and supply many goods in a short timeframe, but also able to sell exotic wares from the plane of Mechanus. Its 'shopkeeper', Vendore, is some kind of golem who is as much part of the shop and its manufacturing process as it is a creature. Its prices and travelling schedule are rigidly defined, and it rejects any efforts at bargaining.
Here are some of the exotic wares which Vendor sells: 1 - Nanodrons (500 gp) - A 1-pound jar of a gritty silver liquid, these miniscule creations can be poured out to effect a Fabricate spell. After use, their energy is expended, and they crumble into blackened ash. 2 - Crysteel (100 gp per pound) - This material has the hardness of tempered steel, but is nearly transparent (about as much as quartz). It makes for fascinating weapons, hardened window-panes, or interesting sculptures. 3 - Magnacubes (450 gp per pair) - These magnetic cubes, two inches per side, are sold as a pair, with a small square of leather between them. When stuck together, they require a Strength check (DC 25) to separate, or can support up to 1,000 pounds of weight if used to hold up an object. 4 - Fractal Cog (1,000 gp) - This cog is manufactured of purest platinum mined from beneath Mount Celestia. Its teeth turn and rotate independently, and the closer you look, the finer they are. This cog can be inserted into any machine, and will permanently shapechange into the needed parts. 5 - Personal Differential Assistant (2,500 gp) - This tiny Modron (about 3 inches per side) is a savant at any mathematical equation and can count and catalogue objects within a 20' cube volume as an action. It must be fed a gold piece on completing a long rest, or it becomes weakened, and will leave or begin to malfunction. 6 - Faulty Cubes (20 gp each) - These cubes are made up of 27 smaller irregularly-shaped blocks, 9 to a face, and are asymmetrically-arranged. Once per day, as an action, the user can make an Intelligence check (DC 20) to array one face of the cube correctly. A failed check has a 50% chance of causing each completed surface to rearrange, losing progress as well as causing the user 1d6 psychic damage per side which rearranges. If all six sides of the cube are arrayed correctly, the cube begins to flash and float for one round, then vanishes back to Mechanus, granting the person who completed it a magical Charm (DMG, p228). Also posted on Game Masters Stash on 27 October 2021. There horrible predators of the Underdark are bulky but nimble, and scuttle with alarming speed. Their bodies are made of fibrous tissue, making them spongy and able to squeeze through small spaces. While they are often called dragons, in form they are much more like wyverns, possessing wings, two legs, and a grasping tail. However, it is no true spider either, creating its webs magically instead of biologically. Whatever their taxonomy, when encountered in the lightless caverns beneath the earth, these monsters are terrifying opponents.
Spiderdrake Huge monstrosity, unaligned Armour Class 16 (natural armour) Hit Points 152 (16d12 + 32) Speed 40ft., climb 60ft., fly 60ft. Str 17 (+3); Dex 21 (+5); Con 14 (+2); Int 4 (-3); Wis 14 (+2); Cha 4 (-3) Skills Perception +5 Senses darkvision 120ft., passive Perception 15 Languages - Challenge 8 (3,900 XP) Spider Climb. The spiderdrake can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spiderdrake knows the exact location of any other creature in contact with the web. Web Walker. The spiderdrake ignores movement penalties caused by webbing, including when it is flying. ACTIONS Multiattack. The spiderdrake can make claw attacks as well as either a bite attack or stinger attack. Bite. Melee weapon attack: +8 to hit, reach 10ft., one target. Hit: 21 (3d10 + 5) piercing damage. Claws. Melee weapon attack: +4 to hit, reach 5ft., up to two targets, who must be within 5ft. of one another. Hit: 8 (1d8 + 3) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the spiderdrake can't make claw attacks. Stinger. Melee weapon attack: +8 to hit, reach 15ft., one target. Hit: 10 (1d8 + 5) piercing damage. The target must make a Constitution saving throw (DC 14), taking 24 (7d6) poison damage on a failed saving throw, or half as much damage on a successful one. Also posted on Game Masters Stash on 26 October 2021. The Dragon Kings sourcebook, from the Dark Sun setting, featured some of the first 'epic-level' content for D&D, including transformational options for clerics, druids, and magic-users that turned them into completely different beings. While there are certainly some transforming options for these already (including several in the archives already), these don't really delve into epic options (which are admittedly also limited at the moment).
Here are a few options you could add to the list of Epic Boons (DMG, p231) to change up your game a little. Boon of Arboreal Transformation. Your type changes to Plant, and your hit point maximum increases by 10. Once per day, you can either use an action to cast Plant growth or cast it during your long rest as the 8-hour version. Boon of Dragon Transformation. Your type changes to Dragon, and you gain resistance to one energy type from the following list: Acid, cold, fire, lightning, or poison. In addition, you can use a breath weapon as a Dragonborn of an appropriate type. If you already have resistance to this energy type, you can gain immunity to this type of energy instead. Once you have used this immunity, you must finish a short rest before it can be used again. Boon of Elemental Transformation. Your type changes to Elemental, and you gain innate powers as a Ring of Elemental Command (one energy type of your choice). You regain 2 charges each day at dawn. Boon of the Avangion. Your type changes to Fey. You can use an action to cast Etherealness. Once you use this ability, you can't use it again until you finish a short rest. Boon of the Mind Lord. Your type changes to Aberration. You can use an action to cast Detect thoughts, and your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage. Also posted on Game Masters Stash on 23 October 2021. Just doing a conversion of this for 5e rules as requested.
Vitreous Drinker Medium sized undead, neutral evil Armour Class 17 (natural armour) Hit Points 91 (14d8 + 28) Speed 30ft. Str 12 (+1); Dex 19 (+4); Con 14 (+2); Int 18 (+4); Wis 15 (+2); Cha 16 (+3) Skills Arcana +8, Deception +7, Intimidation +7, Perception +10 Saving Throws Str +5, Dex +8, Con +6, Int +8, Wis +6, Cha +7 Damage Resistances Bludgeoning, piercing and slashing damage from nonmagical weapons Damage Immunities Necrotic Condition Immunities Blinded Senses Darkvision 60ft., passive Perception 10 Languages Common Challenge 11 (7,200 XP) Drinker's Mark. Creatures that gain a drinker's mark gain the blinded condition permanently, and have disadvantage on saving throws against its spells and abilities. The vitreous drinker can also see through the eyes of any creature that has a drinker's mark. If the blindness is removed, the target loses the drinker's mark as well. Innate Spellcasting. The vitreous drinker's spellcasting ability is Charisma (spell save DC 15). The vitreous drinker can innately cast the following spells: At will: Detect magic, eyebite. 1/day each: Dimension door, eyebite. Spectral Ravens. The vitreous drinker is surrounded by spectral ravens, that have no physical presence. The vitreous drinker can see through their eyes simultaneously with its own, granting it immunity to the blinded condition. Unholy Grace. The vitrous drinker is blessed by Vecna himself, granting it proficiency in all saving throws (included in the statistics above). ACTIONS Multiattack. The vitreous drinker can make two tongue lash attacks. Tongue Lash. Melee weapon attack: +8 to hit, reach 10ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a Constitution saving throw (DC 15) or gain the drinker's mark. Claws. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 3 (1d4 + 1) slashing damage. REACTIONS Horrific Gaze. As a reaction when the vitreous drinker is attacked by a creature that it can see within 30 feet, that creature must avert its gaze (gaining the blinded condition until the start of its next turn) or meet its gaze, becoming poisoned until the start of its next turn. Fiendish beings made from mortal folk who chose to or were tricked into fealty to Devils, soldiers of the Stygian Legions are impressive soldiers. Although many are assassins or legionaries, some are equipped for specific tasks, such as sieges. Stygian Artillerists are some of these specialist soldiers, equipped in the heaviest armour that can be forged, and equipped with enormous cannons designed to bring down the walls of the Heavens themselves, should they ever get the opportunity. Although they are slow and have terrible mobility, they are often accompanied by squadrons of Stygian Legionaries to guard them while they load and fire their terrible weapons, and to help them in and out of their enormous plated armour.
STYGIAN ARTILLERIST Medium humanoid (Stygian, devil), Lawful Evil Armour Class 22 (juggernaut plate) Hit Points 52 (8d8 + 16) Speed 10 ft. Str 15 (+2); Dex 14 (+2); Con 14 (+2); Int 12 (+1); Wis 12 (+1); Cha 10 (+0) Skills Intimidation +3, Perception +4 Damage Resistances cold, fire, poison; bludgeoning, piercing, and slashing from nonmagical weapons Senses Darkvision 30ft., passive Perception 14 Languages Infernal Challenge 5 (1,800 XP) Devil's Sight. Magical darkness does not impede a stygian artillerist's vision. Infernally Hardened. A Stygian artillerist has advantage on saving throws against any effect that includes becoming frightened. ACTIONS Load. The Stygian artillerist can use their Stygian cannon attack next round. For this round, the Stygian artillerist cannot take reactions. Stygian cannon. The Stygian artillerist fires a bright streak which flashes to a point up to 150 feet away, which is bathed in a hellish explosion. Each creature and object in a 20-foot radius sphere centered on that point must make a Dexterity saving throw (DC 15). A target takes 7 (2d6) points of force damage, as well as 28 (8d6) points of fire damage on a failed save, or half damage on a successful one. Celestial targets take an additional 10 (3d6) points of damage from this weapon. The fire spreads around corners, and ignites flammable objects in the area that aren't being worn or carried. After making this attack, the Stygian artillerist cannot use this action again until they have taken the Load action. Barrel Bash. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 8 (2d6 + 2) bludgeoning damage, and the target must make a Strength saving throw (DC 13) or become prone. Also posted on Game Masters Stash on 22 October 2021. This spell allows the caster to plague an opponent with an irritating melody that breaks concentration.
EARWORM 1st-level illusion (Bard, warlock spell) Casting Time: 1 action Range: 120 feet Components: V, M (a small paper cone and a drop of glue) Duration: Concentration, up to 1 minute Humming a short melody, you plague the target with illusionary sounds constantly repeating. If the target is maintaining concentration on a spell, they must succeed on a Constitution saving throw or lose concentration on a spell that they're concentrating on. If the target is making a skill check or similar action, they take disadvantage on the check. At Higher Levels: When you cast the spell using a spell slot of 3rd level or higher, if the target fails their saving throw they also gain no benefit from a short rest that they're currently taking. When you cast the spell using a spell slot of 5th level or higher, if the target fails their saving throw they also gain no benefit from a long rest that they're currently taking. Also posted on Game Masters Stash on 21 October 2021. I recently wrote a 'starter adventure' for Dark Sun in 5e, to use as an introduction for new players to Athas. A friend, Michael Hill, provided some internal art to help explain the layout of one of the encounters.
You can download the adventure here, please feel free to give it a play, and let me know if you have any feedback! The 'Lost Empire beneath the waves' myth is a powerful one, both in the real world (having been written about by Plato over 2,300 years ago) and in fantasy. As an exploration-adventure location, a place that was abruptly wrecked or isolated some time ago is perfect. Here are some of the things you might have to consider when constructing a lost empire adventure:
Setting:
Inhabitants:
State of Ruin:
These might help you in building a useful location for exploring. Also posted on Game Masters Stash on 20 October 2021. Whether descended from Efreeti, or having power gifted to them by a Phoenix or similar creature, those sorcerers of the inferno bloodline have fire in their blood. Relentlessly energetic and often short-tempered, these sorcerers can manipulate energy in amazing ways.
Tongue of Fire From 1st level when you choose this bloodline, you can speak and understand Primordial language. In addition, you gain the Produce flame cantrip. Flame Wreath From 1st level, when you cast a spell of 1st level or higher, you are wreathed momentarily in flame, increasing your Armour Class 1 against the first attack roll that targets you, before the start of your next turn. From 6th level, your Armour Class is increased by 2, and from 14th level, your Armour Class is increased by 3. In addition, before this duration expires, any creature that hits you with a melee attack take fire damage equal to double the level of spell that you cast. Bonus Spells The fire magic burns in your blood, and you learn secrets not available to most sorcerers. At the sorcerer level indicated below, you learn one of the spells listed, which must be of a level you can cast. This spell does not count against your known spells. In addition, when you reach the listed levels, the appropriate spells are added to the list of sorcerer spells for you, and you can learn them with your allotment of known spells. Sorcerer level 1st: Burning hands, hellish rebuke Sorcerer level 3rd: Heat metal, scorching ray Sorcerer level 5th: Daylight, fireball Sorcerer level 7th: Fire shield, wall of fire Sorcerer level 9th: Circle of power, flame strike Blazing Blood From 6th level, as an action you can imbue yourself with the essence of flame for up to 1 hour. Your veins and eyes light up from within, and you shed light as a torch. While in this state, you gain resistance to fire damage and have advantage on initiative rolls. You can end the state as a bonus action. Once you've used this ability, you can't use it again until you finish a long rest, or unless you spend 3 sorcery points. Inferno Form From 14th level, you can transmute your own body into pure flame harmlessly. As an action, you can polymorph into a Fire Elemental for up to 1 hour. Once you've used this ability, you can't use it again until you finish a long rest, or unless you spend 5 sorcery points. Elemental Body From 18th level, your type changes to Elemental, and at the start of each of your turns if you aren't unconscious or incapacitated, you regain 5 hit points, up to one-half your maximum hit points. In addition, when you spend sorcery points to use a metamagic effect on a spell, you can also choose to change the damage type of the spell to fire, at no additional cost. Gibbering Walkers are horrifying relatives of the Gibbering Mouther, Howling Mouther, and Loathing. Some speculate that they are more advanced versions of such creatures, as they seem to demonstrate some vile intelligence. Their aims, however, seem to be purely animalistic- to consume and multiply.
GIBBERING WALKER Large aberration, neutral Armour Class 12 Hit Points 170 (20d10 + 60) Speed 20ft. Str 18 (+4); Dex 8 (-1); Con 17 (+3); Int 7 (-2); Wis 10 (+0); Cha 8 (-1) Saving Throws Con +7 Damage Resistances Bludgeoning, piercing, and slashing; Thunder Senses Darkvision 60ft., passive Perception 10 Languages - Challenge 9 (5,000 XP) Gibbering. The gibbering walker babbles incoherently from its many mouths while it can see any creature and isn't incapacitated. Each creature that starts its turn within 50 feet of the walker and can hear it gibbering must succeed on a DC 12 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no actions or bonus actions and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. Many Mouths. Any creature grappled by the gibbering walker has disadvantage on any attempts to escape the grapple. In addition, any creature that starts its turn grappled by the walker automatically takes damage as if hit by the gibbering walker's bite attack. ACTIONS Multiattack. The gibbering walker makes one bite attack, and three slashing limb attacks against different targets. Slashing Limb. Melee weapon attack: +8 to hit, reach 10ft., one target. Hit: 15 (2d10+4) slashing damage, and the target must succeed on a Strength saving throw (DC 16) or become grappled by the gibbering walker. Bite. Melee weapon attack: +8 to hit, reach 5ft., one target. Hit: 20 (3d10+4) piercing damage. Also posted on Game Masters Stash on 19 October 2021. Some sorcerers of this bloodline count Marids, Nereids, or other creatures from the Elemental Plane of Water among their ancestors, while others have been gifted with the power to control and become as water themselves. Many seem calm or reflective, but this can hide enormous depth of emotion below the surface.
Elemental Inheritance From 1st level, when you choose this bloodline, you can speak and understand Primordial language. In addition, you gain the Ray of frost cantrip. Rapid Circulation From 1st level, when you cast a spell of 1st level or higher, your bodily fluids circulate rapidly, restoring your vitality and speeding your reactions. You regain a number of lost hit points equal to 1d4 + the spell level you cast, and as a bonus action, you can move 5 feet from your location. This movement does not trigger attacks of opportunity. Bonus Spells The secrets of elemental water run in your blood and your magic. At the sorcerer level indicated below, you learn one of the spells listed, which must be of a level you can cast. This spell does not count against your known spells. In addition, when you reach the listed levels, the appropriate spells are added to the list of sorcerer spells for you, and you can learn them with your allotment of known spells. Sorcerer level 1st: Armour of Agathys, create and destroy water Sorcerer level 3rd: Blur, hold person Sorcerer level 5th: Water breathing, water walk Sorcerer level 7th: Control water, ice storm Sorcerer level 9th: Cone of cold, hold monster Assume Liquid Form From 6th level, you can transmute your form into liquid as a bonus action. Until the end of your next turn, you gain the following benefits:
Maelstrom Form From 14th level, you can transmute your own body into pure water. As an action, you can polymorph into a Water Elemental for up to 1 hour. Once you've used this ability, you can't use it again until you finish a long rest, or unless you spend 5 sorcery points. Elemental Body From 18th level, your type changes to Elemental, and you have resistance to acid and cold damage. In addition, when you spend sorcery points to use a metamagic effect on a spell, you can also choose to change the damage type of the spell to cold, at no additional cost. Some sorcerers of this bloodline claim Dao genies or stone giants in their parentage, although others say the power is just within them inexplicably. Mighty and unbreakable, these sorcerers are implacable in battle, and are surprisingly aggressive.
Elemental Inheritance From 1st level, when you choose this bloodline, you can speak and understand Primordial language. In addition, you gain the Blade ward cantrip. Armour of Stone From 1st level, when you cast spells, you are momentarily armoured in a casing of stone, deflecting blows and absorbing damage. For 1 minute after casting a spell of 1st level or higher, you have an Armour Class of 13 + the spell's level. In addition, after casting a spell of 1st level or higher, you also gain temporary hit points equal to 5 + double the spell's level. Bonus Spells The secrets of elemental stone magic thrum through your body. At the sorcerer level indicated below, you learn one of the spells listed, which must be of a level you can cast. This spell does not count against your known spells. In addition, when you reach the listed levels, the appropriate spells are added to the list of sorcerer spells for you, and you can learn them with your allotment of known spells. Sorcerer level 1st: Entangle, thunderous smite Sorcerer level 3rd: Shatter, spike growth Sorcerer level 5th: Conjure barrage, meld into stone Sorcerer level 7th: Grasping vine, stoneskin Sorcerer level 9th: Commune with nature, destructive wave Assume Liquid Form From 6th level, you gather and hold momentum as you move, becoming more and more solid. You can use your Charisma modifier in place of your Strength modifier on ability checks to resist being shoved or grappled. You can also use your Charisma modifier in place of your Strength modifier for attack and damage rolls when making unarmed strikes, and can roll a d6 bludgeoning damage in place of the normal damage of your unarmed strike. If you spend 1 sorcery point when you hit with an unarmed strike, you can increase the damage you deal by an additional d6. Monolithic Form From 14th level, you can transmute your own body into pure rock. As an action, you can polymorph into an Earth Elemental for up to 1 hour. Once you've used this ability, you can't use it again until you finish a long rest, or unless you spend 5 sorcery points. Elemental Body From 18th level, your type changes to Elemental, and you cannot be moved, grappled, or made prone by an enemy unless you wish to be. In addition, when you spend sorcery points to use a metamagic effect on a spell, you can also choose to change the damage type of the spell to bludgeoning, at no additional cost. Students of the arcane world as much as the mundane one, Bards who study the College of Scribes try to record their experiences for others to learn from. Masters of the written word, Scribes are experts at guiding their allies and divining the weaknesses of their foes.
Bardic Tome When you choose this college at 3rd level, you gain a bardic tome, which you can use as a spellcasting focus for your bard spells and for reference when you use bardic inspiration. If you ever lose your bardic tome or it is destroyed, you can replace it during a long rest with 50 gold pieces' worth of materials. Discern Weakness From 3rd level, as an action, you can refer to your bardic tome to find the weakness of a creature you can see within 50 feet. Until the end of your next turn, you and any allies who can hear you within 30 feet of you deal an additional 1d6 points of damage with their first weapon or spell attack that hits the target, unless the creature has resistance to the type of damage inflicted by the attack. You can use this ability a number of times equal to your proficiency bonus. Any expended uses are restored when you finish a short rest. From 6th level, the bonus damage is increased to 2d6, and from 14th level, the bonus damage is increased to 3d6. Bonus Proficiencies You gain proficiency with artisan's tools for writing, and your proficiency bonus is doubled for any proficiency checks you make using these tools. Tome of Knowledge From 6th level, you can turn to your bardic tome to find a magical solution for almost any problem. During a long rest, you can study your tome to temporarily learn one spell of your choice, which must be of a level you can cast. The chosen spell counts as a bard spell for you but doesn't count against the number of bard spells you can cast. The casting time of this spell is 10 minutes longer than normal. When you successfully cast the spell once, or when you finish a long rest, you lose access to this spell. Watcher From 14th level, you are at your finest when directing from the rear. When you grant an inspiration die to an ally, you also gain a d4 inspiration die for your own use, which does not reduce your number of inspiration dice. Some barbarians choose to remember those they have fought, and the damage they dealt, by the scars left on their own body. These barbarians pride themselves on their fortitude, their intimidating presence, and their bloody-minded drive to overcome. While some are mere death-bound slayers, others are gladiators or warriors empowered by their ability to overcome enemies, seeking tougher challenges to defend their people from.
Bonus Proficiencies When you select this path at 3rd level, you gain proficiency in Intimidation. Your proficiency bonus is doubled when making checks using this skill. Damage Threshold From 3rd level, when you choose this path, you gain a damage threshold equal to 4 x your barbarian level. Your damage threshold is triggered when if your current hit points are below this threshold at the start of your turn, or when you take this amount of damage or more from a single attack, and when triggered, stays active until the end of your next turn. When your damage threshold is triggered, you deal an additional 1d6 points of psychic damage on your melee weapon attacks. From 9th level, this damage is increased to 2d6 points, and from 16th level, this is increased to 3d6. Path of Glory From 6th level, your memories of past victories instil you with the arrogance to overcome mind-warping magics. You have advantage on saving throws against any effects that would make you charmed or frightened. If you are charmed or frightened when you enter your rage, you can immediately make another saving throw. Intimidating Presence Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours. Battleworn Experience From 14th level, your skill in battle is hard-won but lends you strength. When your damage threshold is triggered, either at the start of your turn or when you take damage, you gain temporary hit points equal to your barbarian level. The Mӧlnanja, presumed to be a weak offshoot of the Shadar-Kai race have a weapon culture peculiar to their race. They craft impractical and visually striking weapons that they sell in markets, often to young warriors who wish to appear intimidating. Some are blackened or vibrantly-coloured through alchemical processes, and most have extraneous hooks, points, blades, and spikes. Some include extra weapons which are hidden within their structure.
Some Mӧlnanja warriors can be found joining or leading gangs, and equipping allies with these weapons. They are strangely common with Drow and assassins for their fearsome appearance. Mӧlnanja Weapons These weapons cost the same as their usual Player's Handbook equivalent, and have the following alterations. A creature holding a Mӧlnanja weapon in at least one hand believes they gain a +2 bonus on Intimidation checks. In addition, on a critical hit, the weapon deals an additional 1d6 slashing damage, no matter what type of damage the weapon inflicts. However, on an attack roll of 1, the weapon either shatters or inflicts the weapon's damage on the wielder (50% chance of either). Also posted on Game Masters Stash on 15 October 2021. Devout warriors in the service to the powers of chaos, those who swear to the Oath of the Eightfold Path are given strange powers. Although some who swear this oath seek to do good with the only powers available to them, most are blackhearted villains given over to utter depravity and fomenting Chaos in the world.
Tenets of the Eightfold Path A paladin who swears this oath serves many powers, and these tenets often place the paladin at odds with one another. Many choose to serve one master above others, but all pay service to each of their masters in turn.
Eightfold Path Spells You gain oath spells at the paladin levels indicated. Paladin level 3rd: Arms of Hadar, hex Paladin level 5th: Crown of madness, shatter Paladin level 9th: Bestow curse, hunger of Hadar Paladin level 13th: Blight, Evard's black tentacles Paladin level 17th: Destructive wave, planar binding Minor Mutation Any time you gain a minor mutation, roll 1d8. 1 - One of your fingers becomes a slimy tentacle, which retains grip strength but can bend in many directions. 2 - One of your eyes changes colour, or emits light light a candle (random colour). 3 - A patch of skin about the size of your hand, somewhere on your body, becomes suppurating and weeps, as if diseased. 4 - Your tongue becomes forked. 5 - Your breath smokes or hisses in the air. 6 - Your teeth become pointed. 7 - Any hair on your body changes colour or writhes as if alive. 8 - Additional non-functional but inconvenient mutation, GM's choice. Channel Divinity When you swear this oath at 3rd level, you gain the following two Channel Divinity options. Each time you Channel Divinity, you gain a minor mutation. When you complete a long rest, you can make a d20 roll. On a 10 or higher, you may lose one mutation of your choice. Dreadful Aspect. As an action, you channel the darkest emotions and focus them in a burst of magical menace. Each creature of your choice within 30 feet must make a Wisdom saving throw if it can see you. On a failed save, the creature is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it. Utter Certainty. You are granted astounding and terrible secrets of the universe. When you make an attack roll or skill check, you can use your Channel Divinity to gain a +10 bonus to the roll. You can make this choice after you see the roll, but before the DM says whether the roll succeeds or fails. Killing Instinct Starting at 7th level, you and any allies within 10 feet have advantage on Initiative rolls. In addition, you and any allies within 10 feet who score a critical hit deal an additional +2d6 necrotic damage. Blessings of Chaos At 15th level, as a reaction when you are dropped to 0 hit points, you can instead drop to 1 hit point and gain one level of exhaustion. When you do so, you gain a major mutation that affects you permanently. When you use this ability, you cannot use this ability again until you have finished a long rest. Major Mutation When you gain a major mutation, roll 1d8. If you roll the same major mutation more than once, a different limb or area of the body is affected, or treat it as a roll of 8. 1 - One of your limbs becomes a tentacle, able to bear weight and grip light objects at your same Strength. It is flexible in multiple directions. 2 - Both eyes are replaced by inky blackness, or burning coal-like lights. 3 - Your skin begins rotting away and oozing pus, or becomes transparent, or your blood veins are visible as black tracks beneath the surface. 4 - Over the course of 24 hours, you bond with any clothing or armour you wear, and it gains an organic and horrifying appearance. If you don new armour or clothing, this replaces the existing appearance and bonds with you over the course of the next 24 hours. 5 - When you exhale, a small furnace flame or a plume of scented incense or a cloud of flies is breathed out. 6 - Your teeth elongate and your jaw lengthens into a snout. If you make a bite attack, it deals piercing damage equal to 1d4 + Strength modifier but is treated otherwise as an unarmed strike. 7 - Your hair is replaced with needle-like growths of quills or minuscule writhing serpents with tiny fangs or softly flickering flames of a random colour. 8 - Additional horrifying mutation, generally functional and hard to hide. A major mutation can be reversed with a Wish spell. Lord of Chaos At 20th level, you can become one with the forces of Chaos. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
Also posted on Game Masters Stash on 14 October 2021. Risingsteed Citadel is a striking marvel to behold, a mountain seemingly carved into the likeness of a gigantic horse, several hundred feet tall, festooned with platforms and encrusted with barnacle-like buildings. Some postulate that the stone must have been reinforced and strengthened magically, as it rests on three spindly and physically-improbable legs. A variety of winches, pulleys, and precarious rope-operated elevators, as well as a narrow staircase spiralling through one of the legs, provide access to the citadel.
Beneath the citadel is a large inn for visitors, while a variety of defensive galleries and emplacements provide easy positions to spy attackers from miles away. Atop the surprisingly-detailed horse's head is the ruler's palace, home of Richard Aubemeur. This canny warlord commands a mobile brigade of a hundred pegasus-mounted cavalry, able to respond to distant events at short notice. He is growing a little old in the tooth, and his daughter Rafaella has newly been knighted, giving some hope that she will inherit command of the Winged Knights. How you can use Risingsteed Citadel in your games: - Risingsteed Citadel might be a bastion of hope on the fringes of civilization, or perhaps the home of an evil warlord who maintains an iron grip on the region. An attacking force cannot approach without being bombarded and intercepted, so it might employ infiltrators to soften an approach. The PCs might be these infiltrators, or might be trying to stop them from sabotaging the citadel's vulnerable defences. - Perhaps the colossal stone horse was not a mountain pared away to the shape of a horse, but some colossal steed which was transmuted to stone in ancient times past. If some force threatens to transform it back into flesh (or to reanimate it), then the inhabitants of Risingsteed Citadel would be under dire threat. - This makes for an interesting and exotic place for a Player Character to visit, or perhaps their original home. A career as a pegasus-mounted knight makes for an ideal aspiration, and could certainly be fun for a paladin or ranger character. Also posted on Game Masters Stash on 13 October 2021. |
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